public void SaveBinary(Stack <IDataTemplate> dt) { Queue <DTActor> actors = new Queue <DTActor>(); ISaveLoadActorData[] actorComponents; DTActor saveData; foreach (GameObject go in schedule) { actorComponents = go.GetComponents <ISaveLoadActorData>(); saveData = new DTActor(); foreach (ISaveLoadActorData islad in actorComponents) { islad.Save(saveData); } actors.Enqueue(saveData); } var data = new DTSchedulingSystem { Actors = actors.ToArray() }; dt.Push(data); }
public void Save(DTActor data) { if (GetComponent <MetaInfo>().IsPC) { data.FovBoard = fovBoard; } }
public void Load(DTActor data) { if (GetComponent <MetaInfo>().IsPC) { fovBoard = data.FovBoard; LoadedActorData = true; } }
public void Save(DTActor data) { data.HP = CurrentHP; }
public void Load(DTActor data) { CurrentHP = data.HP; LoadedActorData = true; }
public void Save(DTActor data) { data.Potion = CurrentPotion; }
public void Load(DTActor data) { CurrentPotion = data.Potion; LoadedActorData = true; }
public void Save(DTActor data) { data.ActorTag = SubTag; data.Position = coord.Convert(transform.position); }
public void Load(DTActor data) { powerDict = new Dictionary <PowerSlotTag, PowerTag>(data.Power); LoadedActorData = true; }
public void Save(DTActor data) { data.Infection = new Dictionary <InfectionTag, int>(infectionDict); }
public void Load(DTActor data) { infectionDict = new Dictionary <InfectionTag, int>(data.Infection); LoadedActorData = true; }
public void Load(DTActor data) { CurrentEnergy = data.Energy; LoadedActorData = true; }
public void Save(DTActor data) { data.Energy = CurrentEnergy; }
public void Load(DTActor data) { CurrentStress = data.Stress; LoadedActorData = true; }
public void Save(DTActor data) { data.Power = new Dictionary <PowerSlotTag, PowerTag>(powerDict); }
public void Save(DTActor data) { data.Stress = CurrentStress; }
public void Load(DTActor data) { return; }